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Derail Valley News

Build #87 - Multiple-Unit, Tutorial Fixes & More!

We're adding a long-requested feature today - Multiple-Unit Control! This powerful cable lets you connect multiple DE2 and DE6 locomotives together and operate them all from a single cab.

[previewyoutube][/previewyoutube]

As always the update includes many more fixes and improvements. Namely, tutorial fixes, crispier textures (Anisotropic Filtering Ultra setting), and many more. See the changelog below for more info:



[h2]Full Changelog:[/h2]

Trains:

- Added Multiple-Unit Control
-- DE2 and DE6 locos now come equipped with an MU cable
-- When connected, locomotives will share all controls
-- Compatible with Loco Remote
-- Requires a new MU license to use
- Randomized timing of engine shut-off due to overheating

Tutorial:

- Added a step in tutorial extension that teaches the player to pay the fees
- Fixed a bug on tutorial extension restart that could spawn the shunter under the hopper
- Fixed errors when loading the tutorial in certain states causing it to become unplayable
- Fixed a bug with the “first crash” message able to appear multiple times, and too soon
- Modified the turntable step resolution criteria to be clearer
- Modified tutorial end criteria (prevented potential intentional game crash)
- Removed locomotive blocker from service depot (could cause temporary item loss)
- Fixed being asked to take out a Comms Radio when already holding it
- Fixed a case where the tutorial wouldn’t detect the player entering the loco
- Fixed missing belt points on save game load during tutorial extension (VR)

VR:

- Fixed player-camera misalignment caused by circular movement when smooth turning
- Fixed switching from room-scale to centered play type not updating the player height setting

Stability:

- Fixed game crashing of you put a brake hose in the inventory
- Fixed sound NRE on game quit
- Fixed various small bugs with code-reused cars (stuck hazmat fx, stuck sounds, etc.)
- Made a minor Gondola rendering optimization
- Reworked how terrains are loaded, slight optimization
-- Fixes bug with derailed trains falling through terrain

Misc:

- Added Anisotropic Filtering Ultra setting (sharper texture rendering)
- Fixed bad position of Gondola brake cocks
- Fixed visible terrain corners at the military base tunnel entrance
- Fixed loco spawning not working properly at IME (and potentially other locations)
- Fixed being able to take items through Career Manager when interacting with mouse
- No longer showing “press ‘print’ for details” on a “you have no fees” screen
- Fixed GF and FF service stations always drawing regardless of distance
- Fixed Reginald poster always drawing regardless of distance to player
- Made the VR centered play area mode popup take Trigger to begin
-- Can be cancelled by opening the menu
- Fixed sound not having interior effect when teleported to vehicles, sometimes
- Standardized code settings regarding VR haptic feedback
- Removed “shop” sign from gas stations
- Added quotes to license names in UI (nonVR)

Build #86 - Gondola, Scrap Metal & More!

Today we're crossing off another one of the Community Unlocks - the Gondola car type! With it we're adding a new freight cargo too, Scrap Metal. As always, check out our weekly video for more information:

[previewyoutube][/previewyoutube]

Adding the gondola was one of the first steps towards expanding the industry chain, which we'll discuss more in the future. For now, the car's goal is to transport all the scrap metal from cities and towns to the Steel Mill, making town runs more diverse, shorter, and leading to a central location.



We've also made it so that when jobs and trains are reset (whenever tracks are updated, like in this update), the game will conveniently move you to the nearest station that has a locomotive of the type you are licensed to use. It will also show a message to let you know what happened. Please let us know how that worked for you.



Finally, we've improved the fast-travel loading times. Oh, and there's a jump ramp-ish at the Coal Mine. That's all for this week! See you soon with another update!

-DV Team

[h2]Full Changelog:[/h2]

Stability:

- Drastically improved fast-travel loading times

Trains:

- Added Gondola car type
- Added colliders to Caboose buffers
- Added keyboard control to Caboose independent brake
- Fixed Nuclear Flask Carrier car getting stuck sometimes

Career:

- Added Scrap Metal freight type
-- Produced by cities/towns, delivered to Steel Mill in Gondola cars
- Improved player resetting after a tracks update
-- The game now moves the player to the nearest station with a loco you’re licenced for
-- A note informs the player of what happened
-- Remaining empty job items now get automatically removed from inventory

World:

- Modified Coal Mine track layout to loosen the loading track curve
- Attempted fix at OWN service station door collision, once more
- Tweaks to some tracks kinks
- Added CSW shop icon to world and schematic maps

Build #85 - Caboose, Fee Tolerance, Tutorial Extension & More!

It's time for new content! This week we're introducing the caboose, a community unlock, as well as a few other much needed improvements. As always, you'll find more info in the video below:

[previewyoutube][/previewyoutube]

The caboose includes many new features, making it an essential tool for hauling and shunting long trains. Some of them include:
  • Loco Remote signal booster & fast-charger
  • EOT map marker
  • Instant jumping between caboose and locos in the same train
  • Mobile servicing (career manager)
  • Strong independent brake
  • Item storage, cupola & more!




We've added Fee Tolerance, a feature that helps with the fees being too restrictive. This time those of you further in the game won't have to pay for every small fee before taking a new job. Now the fee tolerance will move dynamically, in the range $5-50k, depending on your overall wealth.

The update also extends the tutorial, requiring the player to deliver the starting hopper car to the Steel Mill for maintenance, letting them know they can take other locomotives, and introducing them to taking new jobs.




As always, the update includes many more small improvements, which you'll find in the changelog below:

[h2]Full Changelog:[/h2]

Trains:

- Added Caboose
-- Secret garage find, unlockable by buying a key
-- Boosts Loco Remote signal by additional 2km, when in 2km range
-- Features a fast battery charger for the Loco Remote
-- Visible on map (useful as end-of-train marker)
-- Contains its own Career Manager (allowing mobile or remote area servicing)
-- Allows free teleporting between it and the locos in the same train (“jump”)
-- Can be summoned using Comms Radio for $10k
-- Has its own independent brake
-- Has stronger brakes than other cars/locos
-- Can be used to store items
-- Doesn’t take damage (until locomotive ownership is added)
- Fixed a train spawning bug (solves the sometimes missing steamer at IMW)
- Oil no longer deteriorates from mileage, but only from engine RPM
- Fixed ISO tank support beam clipping into the tank

Career:

- Added dynamic Fee Tolerance
-- Job suspension will now tolerate fees depending on the % of your overall wealth
-- Your current Fee Tolerance can be see listed in Stats
- Added “press ‘print’ for details” line to Career Manager item listings

Navigation:

- Modified size of player/loco map blips
- Decreased brightness of map text and location blips
- Added target vehicle ID to fast-travel GUI

Tutorial:

- Extended tutorial
-- At the end instructs the player to deliver the hopper to the Steel Mill depot
-- Includes various new steps and checks (WIP)
-- Can save during the extension
- Added separate messages for when derailing and crashing for the first time
- Added “Fee Tolerance” page to DV Guide
- Corrected brake arrow orientation in Shunter manual
- Added “signal booster” and “charger” notes to Loco Remote manual
- Modified the Quit button description to say that you’ll lose progress (until saving is possible)

Stability:

- Attempted fix at game hanging on quit
- Slightly decreased RAM consumption (distant vehicles texture optimization)
- Slightly optimized steam locomotive interior rendering when outside
- Fixed error spam caused by engine smoke during paused game

VR Controls:

- Fixed telegrab sometimes causing hoses to get frozen in air
- Fixed item not dropping sometimes in “click” mode

Misc:

- Added a shop to City SW
-- Features a poster (more shop posters todo)
- Made rerailing gizmo autocorrect its orientation to best match target vehicle’s world orientation
-- Should prevent accidentally rerailing vehicles the wrong way
- Updated “Crew Vehicle” Comms Radio option, to allow Caboose summoning
-- Made Crew Vehicle options hidden while locked
- Fixed lean in nonVR allowing teleporting to forbidden areas
- Fixed “flood” effect when looking at bodies of water with shallow shore from distance
- Added signal boost light to Loco Remote
- Tweaked buffer stop LOD distance
- Fixed short glitchy sound playing when entering vehicles with sliding interactables
- Fixed DE6 loco having a duplicated audio script
- Renamed “RT Water Reflections” to “Real-time Reflections”
- Corrected default value description for Detail Level setting


That's all for today's update! See you next week with another!

-DV Team

Growing our team to 10 members!

It's been a long journey.

I want to say thank you for supporting us over the years, to each and every one of you who have bought our games (especially those of you who did it multiple times)! You’ve done a wonderful thing, helping us push VR and the train simulator genre forward. There’s so much more we want to do, and this is only the beginning.



We faced countless challenges over the years, partly because we saw it necessary to remain truly independent. This allowed us, however, to make all decisions regarding design, business strategy and publishing ourselves, as developers who are in the trenches. We were able to innovate without friction, react quickly to feedback, adapt to new situations, communicate directly with our players, and lead Derail Valley in the best possible direction.

Overhauled, our recent major update, was the pinnacle of that effort. Released remotely from our homes in the midst of a worldwide lockdown, it ended up more successful than the game’s original launch! After years of struggle, we are finally where we always wanted to be: self-sufficient, tightly bonded with our players, able to grow, and still in full control over our games. This is not only a business milestone, but very much a personal one too.



We’re opening 4 new positions, to grow our team to 10 members (first time reaching the double digits!). We are looking for three highly experienced game developers / programmers, as well as an assisting developer, to join our team. Remote work is possible, depending on many factors. We’re looking for highly talented developers from Serbia primarily, but wherever you are, if you think you’d be a great fit, do get in touch — we will consider all applications. See the link above for details on the positions and how to apply.

Ever since we launched Derail Valley, we’ve kept its price low. The price was based on the rough shape the game was in at launch, to encourage early supporters. We've made massive improvements since, and as announced in the past, soon we will increase the price to represent the current quality and play-time it has to offer. The cost bump is still months away, as first we want to add a proper main menu with a save manager, a sandbox mode (ability to play without career) and many more smaller improvements. Stay tuned for a more detailed announcement about it as we get closer. The new price will only affect new buyers, of course.



Derail Valley will remain in Early Access after the price increase. There’s still so much more that we want (and need) to add! The Unlocks page is only a part of what’s planned, and we want to keep working on Derail Valley for years to come! We see this expansion of our team as essential in getting there timely. After the initial period of onboarding, I hope to see us churning out updates at a faster pace than ever, fortifying our goals of making Derail Valley the best train simulator in the world, as well as one of the best VR games.

Once again, all this wouldn’t be possible without your support, so in the name of the whole team — thank you! I hope this news makes you as excited for the future as we are! In the meantime, we’ve been cooking a new update slated to come out next week. Stay tuned!

-Slobodan

Build #84 - New Terrain Graphics, Cosmos Support & More!

Today's build concludes our work on the terrain revamp. Parts 1 and 2 improved stability and performance, and part 3 is here to introduce the all new terrain graphics. Your scenic screenshots will no longer be ruined by a blurry background, as you can see yourself in the video and screenshots below!

[previewyoutube][/previewyoutube]

As always the update also introduces a lot more improvements, such as:

  • Better lighting
  • Simplified fee payment process
  • Official support for HTC Vive Cosmos
  • World & track updates
  • Many more small fixes




We recommend opening the images above in a new tab for full resolution.

[h3]Please note - This build will reset jobs/trains/switches, due to changes made to tracks. If you find yourself stranded you can fast-travel to the nearest station and pick another train/job there.[/h3]

For the full list of changes in the update, as always we've prepared the full changelog below:

[h2]Full Changelog:[/h2]

Graphics:

- Revamped graphics rendering of terrains
-- Greatly improved rendering quality of distant terrain textures
-- Remade some terrain textures
- Improved overall lighting
- Improved post processing
-- No longer increases overall game brightness
-- Creates a better looking HDR effect
-- Better illuminates dark spaces
- Fixed tileable asphalt texture appearing blurry

VR:

- Added support for HTC Vive Cosmos headsets and controllers
- Fixed a bug where grab key would move to trigger when operating brake hoses
- Fixed falling off a locomotive when leaning out the window in VR
- Fixed inventory tooltip text jittering when on a moving train

Career & Jobs:

- Revamped the fee tracking system
-- Paying fees for jobs no longer requires discarding or completing them
-- Reaching copay now always clears all the fees
-- Having fees under $5k will no longer prevent the player from taking new jobs
-- The player can’t take new jobs if having 8+ fees (or if hoarding money as before)
-- Updated fee booklet design (simplified texts, layout)
- Increased job deletion distance in all stations (can go further without jobs being reset)
- Added a Career Manager machine to Military Base
- Fixed a rare bug that could result in jobs requiring more space than there is
- Fixed a bug where cargo damage in a shunting job could display a faulty, negative value
- Fixed an ultra rare edge case where fee payment could be higher than copay

Trains:

- Temporarily fixed DE6 often derailing the first car behind
- Forced a DE6 to always spawn at HB roundhouse
- Forced a SH282 to always spawn at IMW turntable

World & Tracks:

- Added green crops
- Straightened many tight turns and sections
- Moved depot in CSW to loosen track curve on approach
- Fixed track kinks at IMW and IME
- Fixed the tight turn between B and C yards in SW
- Improved the tight turn in CM loading track, less jerky
- Fixed residential buildings having no smoothness texture (reflectivity)
- Fixed beige cars in stations being invisible
- Potentially fixed passenger platform being too close to tracks in HB
- Potentially fixed trains clipping depot doorway in OWN
- Potentially fixed GF and CSW storage tracks not being used due to lower clearance tolerance
- Removed some trees from the tracks in stations (HB, MF, CSW…)
- Updated TC2 so that quarry paints rock texture
- Fixed CSW crane being messed up

Misc:

- Fixed aiming at junction signs being imprecise
- Removed loading alerts (can be enabled via debug.LoadingAlertsToggle console command)
- In nonVR tutorial a prompt will teach player how to sit (X key)
- If player leaves the tutorial area with brakes on, a popup will warn them
- Added continual checking of free system memory in the background
-- When amount of free memory is under 1.5 GB and dropping:
-- Writes to log and pops up a “low memory!” alert on screen
- Made locomotive map blips yellow
- Made a few minor schematic map tweaks
- Moved SM service station closer to depot entrance

That's all for this week! See you soon with another update.

-DV Team